gelu AKmenu3in1 10_e14

Discussion in 'Acekard' started by VatoLoco, Aug 22, 2008.

Aug 22, 2008

gelu AKmenu3in1 10_e14 by VatoLoco at 11:20 PM (2,765 Views / 0 Likes) 24 replies

  1. VatoLoco
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    Member VatoLoco Don't crush that dwarf, hand me the pliers.

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    You can find the download here
     


  2. Smiths

    Member Smiths AKAIO Person of Interest

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    wow... lotta conditions on that. the source is out there and i began carrying it over but all those conditions scare me.
     
  3. VatoLoco
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    Member VatoLoco Don't crush that dwarf, hand me the pliers.

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    I gave it a whirl and the BBDX 8M save worked on my RPG.

    I've got an class6 Adata sdhc, so I wasnt worried about the 'slow card freezing'.
     
  4. logical thinker

    Member logical thinker GBAtemp Advanced Fan

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    Worked here, too!
    I think the "not blinking dots between the clock numbers" bug of the previous versions of the AKAIO is from gelu's firmware. Can you confirm, VatoLoco?

    Tested with:
    - AKRPG;
    - 4GB MicroSDHC Kingston class4 Taiwan (SD speed 4000);
    - 1GB MicroSD Kingston Japan (SD Speed 1300).

    GAMEDATA.BIN for AKRPG with gelu fw - updated until 2513
    http://rapidshare.com/files/139439693/GAME...l_2513.rar.html
     
  5. dib

    Member dib GBAtemp Advanced Maniac

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    So it sounds like an experimental direct-to-SD save write for the RPG? I can't find where he posted the source code.
     
  6. Maikel Steneker

    Member Maikel Steneker M3 Fanboy

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    The sleep function for the GBA seems nice... does AKAIO have that too?
     
  7. VatoLoco
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    Member VatoLoco Don't crush that dwarf, hand me the pliers.

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    Hey, that's weird. You are right, there is no blink in the ':' with the gelu OS.
     
  8. Smiths

    Member Smiths AKAIO Person of Interest

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    the no blink is the latest devkitarm. we've reverted to an earlier version which fixed that. i noticed it too.
    sleep function is in for official games that have it. his generic patching routine (from dwedit) doesn't work (it's supposed to enable sleep in any game with L+R+Select).
    But games that officially have sleep support seem to work.
    Gelu's code is based on his own loading routines, obviously. in porting this code to AKAIO i've hit a snag with the savefilename stuff (his is still based on it all being .nds.sav, as you know we've changed it to a user setting). Also I have a slow MicroSD card so, while the SAV is being created, I cannot confirm if my loading is messed up due to bad code or if it's just my card. I get past the loading screens and then am faced with a black screen.
    Norm, wanna take a stab at merging the code?
     
  9. Normmatt

    Member Normmatt Former AKAIO Programmer

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    Want to commit your latest code so i can fix yours [​IMG]
     
  10. z.g

    Member z.g GBAtemp Regular

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    it's no true. no blink — is result of bad code in original firmware. fixed in revision 213.
     
  11. Normmatt

    Member Normmatt Former AKAIO Programmer

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    z.g. the code in question is valid code, and compiles to less code than the code in revision 213.

    Gelu, why use code like
    Code:
    patchEntry=(u32*)0x238b598; //2
    ÂÂÂÂÂÂÂÂpatchEntry[0]=0xe1a00000; // nop
    ÂÂÂÂÂÂÂÂpatchEntry=(u32*)0x238b604; //9
    ÂÂÂÂÂÂÂÂpatchEntry[0]=0xe1a00000; // nop
    ÂÂÂÂÂÂÂÂpatchEntry=(u32*)0x238b614; //11
    ÂÂÂÂÂÂÂÂpatchEntry[0]=0xe1a00000; // nop
    ÂÂÂÂÂÂÂÂpatchEntry=(u32*)0x238b62c; //12
    ÂÂÂÂÂÂÂÂpatchEntry[0]=0xe1a00000; // nop
    ÂÂÂÂÂÂÂÂpatchEntry=(u32*)0x238b634; //13
    ÂÂÂÂÂÂÂÂpatchEntry[0]=0xe3a00000; // mov r0, #0
    ÂÂÂÂÂÂÂÂpatchEntry=(u32*)0x238b650; //14
    ÂÂÂÂÂÂÂÂpatchEntry[0]=0xe1a00000; // nop
    ÂÂÂÂÂÂÂÂpatchEntry=(u32*)0x238b624; //15
    ÂÂÂÂÂÂÂÂpatchEntry[0]=0xe1a00000; // nop
    when

    Code:
    patchEntry=(u32*)0x238b598; //2
    ÂÂÂÂÂÂÂÂpatchEntry[0x00]=0xe1a00000; // nop
    ÂÂÂÂÂÂÂÂpatchEntry[0x1B]=0xe1a00000; // nop
    ÂÂÂÂÂÂÂÂpatchEntry[0x1F]=0xe1a00000; // nop
    ÂÂÂÂÂÂÂÂpatchEntry[0x23]=0xe1a00000; // nop
    ÂÂÂÂÂÂÂÂpatchEntry[0x25]=0xe1a00000; // nop
    ÂÂÂÂÂÂÂÂpatchEntry[0x27]=0xe3a00000; // mov r0, #0
    ÂÂÂÂÂÂÂÂpatchEntry[0x2E]=0xe1a00000; // nop
    would be more efficient?
     
  12. z.g

    Member z.g GBAtemp Regular

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  13. Smiths

    Member Smiths AKAIO Person of Interest

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    gelu- i dunno if the blinking was truly in the code. we did not have blinking for a while either... and i downgraded to r21 and it was fine.
    was odd.
    but good work on the BBDX thing.
    I don't even play the game or try to care, but I did notice it doesn't let you download songs. says "this card cannot download songs".
    rom protection or what?
     
  14. Minox

    Supervisor Minox Spytech Employee

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    Each BBDX has a unique ID and each ID is entitled to download 100 songs. The unique ID is in fact not a piracy prevention, it's simply a Copyright issue regarding how many songs you're allowed to download.
     
  15. z.g

    Member z.g GBAtemp Regular

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    you mean that using old version of devkit for support buggy code is better then correct code?
     
  16. Smiths

    Member Smiths AKAIO Person of Interest

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    nope not even close. but we have to use the old devkit for AKAIO compiling because for some reason unicode fonts are broken with the latest. correct code is always better and i saw that you did and yes, it's definitely more correct.
    but until devkitarm 24 is out, we have to use 21 for AKAIO compiling
     
  17. IOwnAndPwnU

    Member IOwnAndPwnU GBAtemp Maniac

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    Me = n00b

    What is this gelu AKMenu ?
     
  18. Normmatt

    Member Normmatt Former AKAIO Programmer

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  19. logical thinker

    Member logical thinker GBAtemp Advanced Fan

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    z.g = gelu?

    Thanks again, everyone! Now I can play with the Edit Studio and save Pachelbel's Canon.

    Use the "SEARCH", noob. Stop flooding!
     
  20. z.g

    Member z.g GBAtemp Regular

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    i dont' know. you can try implement, why not?
     

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